Fig. 01 — Snuggles the Unicorn
Wing Vertex Shader System
Left Turn Studios · Unity
32 bones per enemy replaced with a GPU sine-wave vertex shader. Per-instance phase via Material Property Blocks — every wing out of sync, zero additional draw calls.
Portfolio · est. 2014 · rev 3.0
Senior Technical Artist
Shaders, rigs, and the tooling between art and engineering. Ten years across AAA and indie — Bungie, Epic Games, Left Turn Studios.
Selected work — 04 of 12 plates
Fig. 01 — Snuggles the Unicorn
Left Turn Studios · Unity
32 bones per enemy replaced with a GPU sine-wave vertex shader. Per-instance phase via Material Property Blocks — every wing out of sync, zero additional draw calls.
Fig. 02 — Snuggles the Unicorn
Left Turn Studios · Unity
Constraint-based retargeting that survived a mid-production character redesign — and a scripted rebuild utility that survived every model update after it.
Fig. 03 — Grapple Star
Left Turn Studios · Unity
Dual-camera Cinemachine composite: background rendered with full post-processing, foreground VFX rendered sharp on top.
Fig. 04 — Lego Fortnite
Epic Games · UE5
Cross-platform test triage built with Claude Code in a day — API pulls, trend tracking, Jira-linked failures rendered as one scannable report.
About
Senior Technical Artist and 3D generalist with a decade in AAA and indie game development. Years of QA work on large productions built a habit of asking why a problem exists, not just fixing it — and building processes so it doesn't recur. Currently using Claude Code and LLM workflows for tooling and pipeline problems — including this site.